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a Fun Mod! - "Fed2k Heroes"


guusr5644

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Ok I've tested the unit again and guess what? It works fine. No problems at all. I'll post the stats that I tested right now. These stats work fine, so if they do not work, then you must have done something wrong.

Unit information:

[iXMace]

Score = 10

House = Ix

StormDamage=0

Projectable = FALSE

PrimaryBuilding = IXResCentre

UpgradedPrimaryRequired = TRUE

SecondaryBuilding = ATPalace, HKPalace, ORPalace

UnitGroup = FromIXResCentre

Terrain = Rock, Sand, NBRock, Ramp

Cost = 2600

BuildTime = 1500

Size = 3

Speed = 14.0 //game coord per update

TurnRate = 0.2 //radians per update

Armour = Heavy

Health = 2500

TurretAttach = IXRFGun

CanSelfRepair = 1

//SoundSelected = Selected

//SoundOrdered = Ordered

//SoundID = 43

ExplosionType = Explosion

ViewRange = 12

Debris = DebrisSmall

AiSpecial = TRUE

TechLevel = 5

DamageEffect = MediumDamageFX

ChaosEffect = MediumChaosFX

HawkEffect = MediumHawkFX

TastyToWorms = False

WormAttraction = 0

CanMoveAnyDirection = TRUE

CrateGift = FALSE

AIThreat = 95

CantBeLeeched = TRUE

CanBeDeviated = FALSE

UnstealthRange = 10

ExplosionType = ORLightning

Devastator = TRUE

Resource = DeathHandBomb

// LEVEL 1 ----------------------------------

VeterancyLevel = 15 // Score required

ExtraDamage = 25 // 25% more damage - applied to all weapons

// LEVEL 2 ----------------------------------

VeterancyLevel = 30

ExtraArmour = 25 // Takes 25% less damage

// LEVEL 3 ----------------------------------

VeterancyLevel = 60

CanSelfRepair = 2

Health = 2800

// LEVEL 4 ----------------------------------

VeterancyLevel = 90

Speed = 16

Health = 3000

Score = 15

// LEVEL 5 ----------------------------------

VeterancyLevel = 120

ExtraRange = 50 // 50% more range

Score = 20

// LEVEL 6 ----------------------------------

VeterancyLevel = 200

ExtraDamage = 75 // 75% more damage - applied to all weapons

ExtraArmour = 75 // Takes 75% less damage

ExtraRange = 75 // 75% more range

Speed = 20

Stealthed = TRUE

Health = 3500

Crushes = TRUE

Score = 30

AIThreat = 100

Bullet information:

[RF_B]

MaxRange = 12

Homing = TRUE

AntiAircraft = true

Speed = 32

TurnRate = 0.3

Debris = DebrisSmall

Burnt = TRUE

ExplosionType = ShellHit

Damage = 800

Warhead = DevPlasma_W

MissileTrail=2

MissileTrailSize=2

MissileTrailWiggleFreq = 80

MissileTrailWiggleScale=10

MissileTrailLength = 14

MissileTrailDelta = 0.5

Turret information:

[iXRFGun]

TurretMuzzleFlash = DevMuzzle

Bullet = RF_B

ReloadCount = 1

Add this to the 'Bullets' section near the bottom of the ArtIni.txt file

[RF_B]

Xaf = "Gplasbolt.xaf"

ArtIni information for the unit:

[iXMace]

Icon = "iconsIX_Radar.tga"

IconGrey = "iconsgrey_IX_Radar.tga"

Xaf = "IX_Radar"

SideBarType = "Units"

ClipSphere = 60

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guys GOOD NEWS!! ixian problem solved!!! and new unit added! :) ixian pointed on something i shud have knowed long time ago and i thank him for that coz it helps to solve alot of problems now i shell work on another unit that is "lc92" you guys dont know him but he is a friend of mine who wanted to be in the mod to so till next messged! :)

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ok since a lack of heroes i will also post it in E:BFD forum as there no choice :( ppl never go to DE coz they never saw it on the list andi do ask my self why dont they look down? any ways ppl plz IM other ppl so they join us!

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i need status ;D oh and im not the 1 who decide but alpha already using the devostator xbf do ya want some other unit? btw guys vigvirus isnt know so well the basics of the moding stuff so can some one help him make a status?

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this is what mine should be. if something is to high, tell me or change it. you should make the units strong in one area and weake in another, so they are equal and one unit does not dominate.

[surfaceWorm]

Worm = TRUE

Projectable = FALSE

House = Incidental

Terrain = Sand

Size = 5

Speed = 10 //5 //game coord per update

TurnRate = 1 //radians per update

AiUncontrolled = TRUE

ViewRange=12  // Note: determines target picked

TurretAttach = WormRiderGun //SurfaceWormGun - using rider to make work

Resource = WormSign0, WormSign1, WormSign2

//CanDie = FALSE

CantBeLeeched = true

CanMoveAnyDirection = TRUE

HitScore = 2

Health = 10000

i am not sure what some of them mean.

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It looks like you've just taken the stats straight from the Rules.txt. Did you change those stats in any way? These stats won't enable your unit to be controlled or built in any way. What you could do is have a unit deploy to become your 'worm' unit. You could take a Fedaykin and somehow cause it to deploy to become your special 'worm' unit instead of the normal wormrider. :-

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